Ah yeah! I tuned down the enemy numbers so it will hopefully flow nicer now! I’ve thought of some ways that should make combat feel less rng-dependant/make the player input matter more for in the future when battles become a bit more challenging, whilst also keeping it simple. I just need to figure out how to make it work xD
As for the affinities, I’ll try to hold off mentioning it here as there’ll be a bit in the story that will properly explain what behaviours increase which affinities (and also why they don’t increase based on what they intuitively should)
And ah whoops, I think that was a line I was supposed to change! I was planning to mention that stuff on the floor had been jostled around a bit in the update :o I should probably also put more focus on the player shutting the trapdoor quickly when they first leave
And aaa thank you! :D